Abilities

Caustic Blade

Shinoi's auto-attacks decrease the target's regeneration by 25% of their base for 5 seconds. Critical Strikes and Abilities apply 3 stacks each. This effect may drive regeneration into the negative, up to -150% of their base regeneration (10 stacks). Additionally, each stack causes enemies to heal the Health they gain from Lifesteal and Spell Vamp over the half number of stacks they have in seconds.

Ravaging Serration

RANGE: 425

COST: 55 Energy

COOLDOWN: 12 / 11 / 10 / 9 / 8 seconds

RAVAGING SERRATION ACTIVE: Shinoi slashes a narrow cone (starting from 160 distance behind him), knocking all enemies hit into the air for 0.5 seconds. After using Ravaging Serration, Shinoi switches to Arc Cleave Bound.
RAVAGING SERRATION PASSIVE: Shinoi gains bonus Movement Speed. This is disabled for 5 seconds after using an ability.

Physical Damage: 35 / 80 / 125 / 170 / 215 (+75% Attack Damage)

Movement Speed: 8 / 14 / 20 / 26 / 32

Arc Cleave Bound

RANGE: 425

COST: 55 Energy

COOLDOWN: 12 / 11 / 10 / 9 / 8 seconds

Shinoi leaps to the target point, attacking anything in his path. After using Arc Cleave Bound, Shinoi switches to Ravaging Serration.
ARC CLEAVE BOUND PASSIVE: Shinoi gains a buff that causes him to heal health each second equal to 9% of the damage he deals. The duration scales with level. This effect can only activate on abilities once every 5 seconds.

Physical Damage: 45 / 90 / 135 / 180 / 225 (+100% Attack Damage)

Duration of Heal: 2 / 3 / 4 / 5 / 6 seconds

Swift Strike

RANGE: 650

COST: 50 Energy

COOLDOWN: 12 / 11 / 10 / 9 / 8

ACTIVE: Shinoi throws a knife at the target, proccing all on-hit effects and dealing bonus Physical Damage as well as slowing and shredding Armor and Magic Resistance for 3 seconds.
PASSIVE: Every 10 seconds, Shinoi gains 175 range, causing his next attack from more than 150 range away to cleave through the enemy, dealing bonus damage and placing Shinoi on the other side of the enemy. This deals doubled damage versus minions and monsters, but does not move Shinoi versus these targets. Applies 2 stacks of Caustic Blade as well.

Bonus Physical Damage: 20 / 50 / 80 / 110 / 140 (+50% Attack Damage)

Slow Strength: 20 / 30 / 40 / 50 / 60 %

Armor/Magic Resist Shred: 16 / 22 / 28 / 34 / 40

Phase Dodge

RANGE: 550

COST: 70 Energy

COOLDOWN: 14 seconds from exiting Phase Dodge

Shinoi phases out of existence, granting invincibility to normal attacks as well as Armor and Magic Resistance. However, Shinoi cannot use any abilities except Break Dash nor may he auto-attack during this time. For each Ability cast within an 800 unit radius of Shinoi during Phase Dodge, Shinoi recovers 10 Energy. This effect continues even if Phase Dodge is ended early.
PASSIVE: Shinoi gains bonus Spell Vamp. He also deals bonus damage based on the Crowd Control effects on enemies. This passive is disabled versus Champions while Phase Dodge is on cooldown, or for 5 seconds after using an ability.

Maximum duration: 2 / 3 / 4 / 5 / 6 seconds

Armor and Magic Resist: 35 / 70 / 105 / 140 / 175

Spell Vamp: 9 / 13 / 17 / 21 / 25%

Ability Power per Stack: 1 / 1.25 / 1.5 / 1.75 / 2

Break Dash

COST: 0 Energy

COOLDOWN: 0

Shinoi dashes to the target point, dealing damage to any units that he collides with. Break Dash's damage is increased by 10% for every auto-attack or ability that hit Shinoi during Phase Dodge, up to +80%.

Base Physical Damage: 35 / 70 / 105 / 140 / 175 (+100% Attack Damage)

Raised Pheonix

RANGE: 925

COST: 0 Energy

COOLDOWN: 120 / 90 / 60 seconds

Shinoi leaps into the air, then divebombs down to the target point while creating a furious aura about him. Upon impact, knocks enemies up into the air for 1 second, dealing high damage.

Magic Damage: 150 / 300 / 450 (+100% Ability Power)

PASSIVE: Shinoi cuts all the cooldowns on his passive abilities' reactivation by a few seconds whenever he casts an ability.

Duration: 2 / 3 / 4 seconds

Notes/Deconstructions:
Yes, he is a ninja, so no, he doesn't break the "only ninjas can use energy" rule.

Passive allows hard recovery denial in lane, can really hurt potion users much more than others. However does not reduce mana regen at all, that would be cheap.
Note: Does not affect burst heals, e.g. Taric's Q, Soraka's W, Sona's W; nor mana/energy regen.
Note 2: If you have 4 stacks, that means you regenerate Lifesteal/Spellvamp over 2 seconds, instead of instantly, if you have 10 stacks, it's over 5 seconds; if you have stacks, you will instantly recover any HP that you have left to recover when all the stacks go away-- e.g. if you have 30% lifesteal, and attack with 10 stacks on you, you will recover 3% of the damage you dealt each second-- but once all the stacks are gone (5 seconds) you will instantly recover anything left (15%)

All of his skills have two uses in some fashion-- Q is two different abilities (they share cooldowns, though), an AoE effect (basically a conical version of Thresh's Flay) or a leap. The rake can be used to harass, or in longer engagements be used after the leap for some sustained damage (though honestly, he's more assasain-esque; but he can stay in combat if he can keep damaging the enemy). This is even more important with Q2's passive, and Spell Vamp-- he will actually heal health from plastering the enemy tank with the skills he uses, as the tank will probably have Warmog's... and this will work in Shinoi's favor as eventually that 1.5% of Health per second becomes /damage/ against them (and he heals from the damage he's caused with Q2/Spell Vamp). E can be used to become able to not die while recovering energy, then hit enemies for damage.

In the end, Shinoi is a utility-based Assassin, featuring CC. He can 'Execute' enemies, though not as effectively as anybody with an actual Execute ability. He has a plethora of Damage over Time in his kit, and features around an anti-potion meta somewhat. (basically, if your enemy wants potions... they can't get them, I mean, look at that passive-- they'll definitely be loosing at least